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39 changed files with 95 additions and 2192 deletions

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@ -1,43 +0,0 @@
# Nazwa Projektu
Projekt z grafiki komputerowej - Interstellar Odyssey
## Opis
Interaktywny symulator loty kosmicznego 3D. Celem naszej gry jest zwiedzanie rożnych układów słonecznych.
Pokonywanie jak największej ilości wrogów i utrzymywanie się przy życiu za pomocą dostępnych itemków do zebrania.
## Funkcje i możliwości
-Physically Based Rendering z mapą normalnych :
![normal_map](images/normal_map.png)
-Sprite Rendering razem z techniką bilboardingu:
![sprite_rendering](images/sprite.png)
- Particle Generator:
![Turbo](images/turbo.png)
- Skybox/Tworzenie wielu galaktyk:
![galaktyki](images/galaktyki.png)
- Strzelanie
![strzelanie](images/strzelanie.png)
- Pas asteroid
![pas_asteroid](images/asteroidy.png)
- Otrzymywanie i zadawanie obrażeń
![sprite_dmg](images/sprite_dmg.png)
- Możliwości uzupełnienia turbo i życia przez zbieranie itemków
![hp](images/hp.png)
oraz dynamiczne poruszanie się statku podczas skrętów, lotów w górę i w dół oraz na ukos
## Skład zespołu
Sprite Rendering
- Mateusz Kantorski
- Paweł Felcyn
- Wojciech Goralewski

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@ -61,6 +61,8 @@ public:
bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
for (const auto& entity : gameEntities) {
glm::mat4 entityModelMatrix = entity->getModelMatrix();
// Sprawdź kolizję AABB między pociskiem a obiektem z wektora gameEntities
if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
entity->applyDamage(attackerDmg);
return true;
@ -70,7 +72,7 @@ public:
return false;
}
bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
// Pobierz rozmiary obiektów z ich macierzy modelu
glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));

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@ -12,20 +12,15 @@ private:
std::list<Bullet*> bullets;
float lastShootTime = 0.f;
float shootInterval = 0.3f;
float initAggroRange;
public:
glm::mat4 modelMatrix;
float aggroRange;
glm::mat4 initialModelMatrix;
Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
:
aggroRange(initialAggroRange),
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
initAggroRange(initialAggroRange),
GameEntity(currHp, initialHp, initialDmg)
{}
@ -75,16 +70,7 @@ public:
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
this->aggroRange = this->initAggroRange;
this->dmg = this->initDMG;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
private:
void requestShoot(float time) {
if (canShoot(time)) {
@ -98,8 +84,7 @@ private:
void shoot(float time) {
Spaceship* spaceship = Spaceship::getInstance();
//glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
glm::vec3 bulletDirection = glm::normalize(glm::vec3(spaceship->getModelMatrix()[3]) - glm::vec3(modelMatrix[3]));
glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
//bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum
this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
this->lastShootTime = time;

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@ -7,27 +7,17 @@ public:
float currentHP;
float dmg;
float maxHP;
float initDMG;
GameEntity(float currentHP, float maxHP, float initialDmg)
: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg), initDMG(initialDmg)
: currentHP(currentHP), maxHP(maxHP), dmg(initialDmg)
{
}
virtual void applyDamage(float attackerDmg) {
currentHP = currentHP - attackerDmg;
};
virtual glm::vec3 getPosition() const = 0;
virtual glm::mat4 getModelMatrix() = 0;
virtual bool isAlive() {
if (this->currentHP <= 0) {
return false;
}
return true;
};
virtual void respawn() = 0;
virtual void heal() = 0;
};

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@ -1,55 +0,0 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Heart : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Heart(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Heart() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

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@ -1,55 +0,0 @@
#include "glm.hpp"
#include "ext.hpp"
#include "src/Render_Utils.h"
#include "./GameEntity.h"
#include "Spaceship.h"
#pragma once
class Nitro : public GameEntity
{
public:
glm::mat4 modelMatrix;
glm::mat4 initialModelMatrix;
float healAmount = 10;
bool isCollected;
Nitro(glm::mat4 initialModelMatrix, float healAmount)
:
modelMatrix(initialModelMatrix),
initialModelMatrix(initialModelMatrix),
healAmount(healAmount),
isCollected(false),
GameEntity(1, 1, 0)
{}
virtual ~Nitro() = default;
virtual bool isAlive() {
if (this->currentHP <= 0) {
isCollected = true;
return false;
}
return true;
}
glm::vec3 getPosition() const override
{
return modelMatrix[3];
}
glm::mat4 getModelMatrix() override
{
return modelMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->modelMatrix = this->initialModelMatrix;
return;
}
void heal() override {
this->currentHP = this->currentHP + 5.0f;
}
};

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@ -104,7 +104,7 @@ public:
glBindVertexArray(0);
}
void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, glm::mat4 modelSrc, float time) {
void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
if (shouldGenerateNewParticle(time)) {
generateNewParticle(time);
}
@ -124,8 +124,7 @@ public:
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 model = glm::translate(glm::mat4(1), sourcePosition + particle.randomPointOnCircle);
model = model * modelSrc;
glm::mat4 model = glm::translate(glm::mat4(1.0f), sourcePosition + particle.randomPointOnCircle);
model = glm::scale(model, glm::vec3(0.005f, 0.005f, 0.005f));
model = glm::translate(model, particle.direction * speed * (time - particle.birthTime));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

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@ -16,8 +16,6 @@ private:
glm::mat4 positionMatrix;
GLuint textureID;
GLuint normalMapID;
float startEulerYRotation = 0.f;
float startYMovement = 0.f;
public:
Planet(GameObject* center, float distanceFromCenter, float rotationSpeed, float scale, Core::RenderContext sphereContext, GLuint textureID, GLuint normalMapID) {
@ -41,16 +39,8 @@ public:
}
float rotationAngle = glm::radians(time * rotationSpeed);
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed + startEulerYRotation) * glm::translate(glm::vec3(distanceFromCenter, startYMovement, 0));
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, normalMapID, 0.7, 0.0, program);
}
void setStarteulerYRotation(float radians) {
startEulerYRotation = radians;
}
void setStartYMovement(float value) {
startYMovement = value;
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, 0.7, 0.0, program);
}
};

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@ -11,7 +11,6 @@
class Spaceship : public GameEntity
{
private:
std::list<Bullet*> bullets;
float lastShootTime = 0.f;
float shootInterval = 0.3f;
@ -36,12 +35,10 @@ public:
}
glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
float roughness = 0.5;
float metallic = 0.6;
float turbo = 1.0f;
float turboMAX = 1.0f;
float roughness = 0.2;
float metallic = 1.0;
glm::vec3 spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f);
glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
@ -51,30 +48,18 @@ public:
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::vec3 cameraPosHUDBar = cameraPos;
glm::mat4 additionalHorRotationMatrix;
glm::mat4 additionalVerRotationMatrix;
glm::mat4 calculateModelMatrix() {
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
0., 0., 0., 1.
0.,0.,0.,1.,
});
float additionalVerRotationAngle = glm::radians(currentShipVerAngle);
additionalVerRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalVerRotationAngle, glm::vec3(1.f, 0.f, 0.f));
float additionalHorRotationAngle = glm::radians(currentShipHorAngle);
additionalHorRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalHorRotationAngle, glm::vec3(0.f, 0.2f, 1.f));
glm::mat4 modelMatrix = glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * additionalVerRotationMatrix * additionalHorRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
return modelMatrix;
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
}
void setPerticlesParameters(float speed, float generationInterval) {
@ -84,122 +69,6 @@ public:
rightParticle->generationInterval = generationInterval;
}
const float fromCameraDirHorizontalStateToStateTime = 0.2f;
const float CAMERA_DISTANCE_STATIC_HOR = 0.7f;
const float CAMERA_DISTANCE_SLOW_HOR = 0.85f;
const float CAMERA_DISTANCE_FAST_HOR = 1.f;
float currentCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
float targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
int currentWState = 0;
int currentShiftState = 0;
float calculateCameraDistanceHor(int wState, int shiftState, float time) {
currentWState = wState;
currentShiftState = shiftState;
if (currentWState == 1 && currentShiftState == 0) {
targetCameraDistanceHor = CAMERA_DISTANCE_SLOW_HOR;
}
else if (currentWState == 1 && currentShiftState == 1) {
targetCameraDistanceHor = CAMERA_DISTANCE_FAST_HOR;
}
else {
targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
}
float diff = targetCameraDistanceHor - currentCameraDistanceHor;
float step = diff / fromCameraDirHorizontalStateToStateTime * time;
currentCameraDistanceHor += step;
return currentCameraDistanceHor;
}
const float fromCameraDirVerticalStateToStateTime = 0.2f;
const float CAMERA_DISTANCE_STATIC_VER = 0.2f;
const float CAMERA_DISTANCE_SLOW_VER = 0.25f;
const float CAMERA_DISTANCE_FAST_VER = 0.3f;
float currentCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
float targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
float calculateCameraDistanceVer(float time) {
if (currentWState == 1 && currentShiftState == 0) {
targetCameraDistanceVer = CAMERA_DISTANCE_SLOW_VER;
}
else if (currentWState == 1 && currentShiftState == 1) {
targetCameraDistanceVer = CAMERA_DISTANCE_FAST_VER;
}
else {
targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
}
float diff = targetCameraDistanceVer - currentCameraDistanceVer;
float step = diff / fromCameraDirVerticalStateToStateTime * time;
currentCameraDistanceVer += step;
return currentCameraDistanceVer;
}
const float MAX_VERTICAL_ANGLE = 15.f;
float currentShipVerAngle = 0.f;
float targetShipVerAngle = 0.f;
int currentQState = 0;
int currentEState = 0;
float calculateShipAngleVer(int qState, int eState, float time) {
currentQState = qState;
currentEState = eState;
if (currentQState == 1) {
targetShipVerAngle = MAX_VERTICAL_ANGLE;
}
else if (currentEState == 1) {
targetShipVerAngle = -MAX_VERTICAL_ANGLE;
}
else {
targetShipVerAngle = 0.f;
}
float diff = targetShipVerAngle - currentShipVerAngle;
float step = diff / 0.2f * time;
currentShipVerAngle += step;
return currentShipVerAngle;
}
const float MAX_HORIZONTALL_ANGLE = 15.f;
float currentShipHorAngle = 0.f;
float targetShipHorAngle = 0.f;
int currentAState = 0;
int currentDState = 0;
float calculateShipAngleHor(int aState, int dState, float time) {
currentAState = aState;
currentDState = dState;
if (currentAState == 1) {
targetShipHorAngle = MAX_HORIZONTALL_ANGLE;
}
else if (currentDState == 1) {
targetShipHorAngle = -MAX_HORIZONTALL_ANGLE;
}
else {
targetShipHorAngle = 0.f;
}
float diff = targetShipHorAngle - currentShipHorAngle;
float step = diff / 0.2f * time;
currentShipHorAngle += step;
return currentShipHorAngle;
}
void processInput(GLFWwindow* window, float deltaTime, float time) {
static bool mouseButtonCallbackSet = false;
if (!mouseButtonCallbackSet) {
@ -212,42 +81,22 @@ public:
int w = glfwGetKey(window, GLFW_KEY_W);
int s = glfwGetKey(window, GLFW_KEY_S);
int shiftState = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT);
int qState = glfwGetKey(window, GLFW_KEY_Q);
int eState = glfwGetKey(window, GLFW_KEY_E);
int aState = glfwGetKey(window, GLFW_KEY_A);
int dState = glfwGetKey(window, GLFW_KEY_D);
calculateShipAngleVer(qState, eState, deltaTime);
calculateShipAngleHor(aState, dState, deltaTime);
//spaceshipDir = glm::vec3(glm::eulerAngleX(verticalAngle) * glm::vec4(spaceshipDir, 0));
if (w == GLFW_PRESS) {
if (shiftState == GLFW_PRESS) {
turbo = glm::max(0.0f, turbo - 0.003f * deltaTime * 60);
if (turbo == 0.0f) {
shiftState = GLFW_RELEASE;
moveSpeed = 0.05f * deltaTime * 60;
setPerticlesParameters(100.f, 0.000001f);
}
else {
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
moveSpeed *= 2;
setPerticlesParameters(200.f, 0.0000005f);
}
setPerticlesParameters(200.f, 0.00005f);
}
else {
setPerticlesParameters(100.f, 0.000001f);
turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
setPerticlesParameters(100.f, 0.0001f);
}
}
else {
setPerticlesParameters(50.f, 0.0002f);
turbo = glm::min(turboMAX, turbo + 0.005f * deltaTime * 60);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
@ -259,22 +108,20 @@ public:
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (qState == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (eState == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (aState == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (dState == GLFW_PRESS)
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
requestShoot(time);
cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraPos = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraDir = spaceshipDir;
glm::vec3 perpendicularVector = 0.08f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
if (leftParticle != nullptr && rightParticle != nullptr) {
leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
@ -288,9 +135,8 @@ public:
void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
if (leftParticle != nullptr && rightParticle != nullptr) {
glm::mat4 modelSrc = additionalVerRotationMatrix * additionalHorRotationMatrix;
leftParticle->drawParticles(program, view, projection, modelSrc, time);
rightParticle->drawParticles(program, view, projection, modelSrc, time);
leftParticle->drawParticles(program, view, projection, time);
rightParticle->drawParticles(program, view, projection, time);
}
}
@ -346,9 +192,8 @@ public:
void shoot(float time) {
glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 dir = glm::vec4(spaceshipDir.x, spaceshipDir.y, spaceshipDir.z, 1.f) * additionalVerRotationMatrix * additionalHorRotationMatrix;
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos - perpendicularVector, time));
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos + perpendicularVector, time));
bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos - perpendicularVector, time));
bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
lastShootTime = time;
}
@ -358,48 +203,4 @@ public:
glm::mat4 getModelMatrix() override {
return calculateModelMatrix();
}
glm::mat4 calculateModelMatrixForHUDBar() {
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
0., 0., 0., 1.
});
return glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
}
glm::mat4 createCameraMatrixForHUDBar()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
glm::mat4 cameraRotrationMatrix = glm::mat4({
cameraSide.x,cameraSide.y,cameraSide.z,0,
cameraUp.x,cameraUp.y,cameraUp.z ,0,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPosHUDBar);
return cameraMatrix;
}
void respawn() override {
this->currentHP = this->maxHP;
this->turbo = this->turboMAX;
this->spaceshipPos = glm::vec3(4.065808f, 10.250000f, -20.189549f);
return;
}
void heal() override {
this->currentHP = this->currentHP + 3.f;
}
void turboBoost() {
this->turbo = this->turboMAX;
}
};

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@ -16,7 +16,7 @@ void Core::SpriteRenderer::DrawHUDBar(const glm::vec3 color, const glm::mat4 mod
Spaceship* spaceship = Spaceship::getInstance();
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrixForHUDBar();
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
// Kombinuj macierze transformacji
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;

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@ -14,25 +14,20 @@ public:
GLuint program;
Core::RenderContext sphereContext;
glm::mat4 positionMatrix;
GLuint textureID;
Sun(GLuint program, Core::RenderContext sphereContext, glm::vec3 pos, glm::vec3 dir, GLuint textureID, glm::vec3 color, double scale) {
Sun(GLuint program, Core::RenderContext sphereContext, glm::vec3 pos, glm::vec3 dir, glm::vec3 color, double scale) {
this->program = program;
this->sphereContext = sphereContext;
this->sunPos = pos;
this->sunDir = dir;
this->sunColor = color;
this->scale = scale;
this->textureID = textureID;
}
Sun(){}
void draw() {
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureID);
glUniform1i(glGetUniformLocation(program, "sunTexture"), 0);
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * Spaceship::getInstance()->createCameraMatrix();
positionMatrix = glm::translate(sunPos);
glm::mat4 transformation = viewProjectionMatrix * positionMatrix * glm::scale(glm::vec3(scale));

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@ -32,8 +32,6 @@
<ClInclude Include="GameEntity.h" />
<ClInclude Include="GameObject.h" />
<ClInclude Include="GameUtils.h" />
<ClInclude Include="Heart.h" />
<ClInclude Include="Nitro.h" />
<ClInclude Include="ParticleSystem.h" />
<ClInclude Include="Planet.h" />
<ClInclude Include="Spaceship.h" />

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@ -131,12 +131,6 @@
<ClInclude Include="GameEntity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Heart.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Nitro.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="shaders\shader_8_sun.vert">

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@ -3,13 +3,9 @@
uniform vec3 color;
uniform float exposition;
uniform sampler2D sunTexture;
in vec2 TexCoords;
out vec4 outColor;
void main()
{
vec4 texColor = texture(sunTexture, TexCoords);
vec3 brightColor = texColor.rgb * 4.0;
outColor = vec4(vec3(1.0) - exp(-brightColor*exposition),texColor.a);
outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
}

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@ -5,11 +5,9 @@ layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
out vec2 TexCoords;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
//gl_Position = vec4(vertexPosition, 1.0);
TexCoords = vertexTexCoord;
}

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@ -9,7 +9,6 @@ uniform vec3 cameraPos;
uniform sampler2D textureSampler;
uniform sampler2D normalSampler;
uniform vec3 lightPositions[100];
uniform vec3 lightColors[100];
@ -27,7 +26,6 @@ uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 TexCoords;
in mat3 TBN;
out vec4 outColor;
@ -102,16 +100,7 @@ void main()
vec4 texColor = texture(textureSampler, TexCoords);
vec3 normalMapNormal = texture(normalSampler, TexCoords).xyz;
normalMapNormal = normalMapNormal * 2.0 - 1.0;
//normalMapNormal.y = -normalMapNormal.y;
vec3 normal = normalize(normalMapNormal * TBN );
//vec3 normal = normalize(texture(normalSampler, TexCoords).xyz * TBN);
//vec3 normal = normalize(vecNormal);
vec3 normal = normalize(vecNormal);
vec3 viewDir = normalize(cameraPos-worldPos);

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@ -20,13 +20,10 @@ uniform vec3 cameraPos;
out vec3 viewDirTS;
out vec3 lightDirTS[10];
out vec3 spotlightDirTS;
out mat3 TBN;
void main()
{
TexCoords = vertexTexCoord * -1;
TexCoords = vec2(vertexTexCoord.x, 1.0 - vertexTexCoord.y);
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
@ -34,7 +31,7 @@ void main()
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;

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@ -190,7 +190,7 @@ void Core::drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, gl
Core::DrawContext(context);
}
void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalID, float roughness, float metallic, GLuint program) {
void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program) {
Spaceship* spaceship = Spaceship::getInstance();
glm::mat4 viewProjectionMatrix = Core::createPerspectiveMatrix() * spaceship->createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
@ -201,13 +201,11 @@ void Core::drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMat
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
;
//glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
Core::SetActiveTexture(textureID, "textureSampler", program, 0);
glUniform1i(glGetUniformLocation(program, "textureSampler"), 0);
Core::SetActiveTexture(normalID, "normalSampler", program, 1);
glUniform1i(glGetUniformLocation(program, "normalSampler"), 1);
glUniform3f(glGetUniformLocation(program, "cameraPos"), spaceship->cameraPos.x, spaceship->cameraPos.y, spaceship->cameraPos.z);
std::list<Sun*>* suns = GameUtils::getInstance()->getSuns();

View File

@ -74,5 +74,5 @@ namespace Core
glm::mat4 createPerspectiveMatrix();
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic, GLuint program);
void loadModelToContext(std::string path, Core::RenderContext& context);
void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, GLuint normalID, float roughness, float metallic, GLuint program);
void drawObjectPBRTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint textureID, float roughness, float metallic, GLuint program);
}

View File

@ -6,10 +6,11 @@
#include <cmath>
#include <list>
#include <vector>
#include <random>
#include "Shader_Loader.h"
#include "Render_Utils.h"
#include "texture.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
@ -22,42 +23,24 @@
#include "../GameUtils.h"
#include "../SpriteRenderer.h"
#include "../Enemy.h"
#include "../Heart.h"
#include "../Nitro.h"
#include "../ParticleSystem.h"
#include "Camera.h"
#include <random>
#ifndef EX_9_1_HPP
#define EX_9_1_HPP
extern int WIDTH;
extern int HEIGHT;
#endif
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
//int WIDTH = 1920, HEIGHT = 1080;
int WIDTH = 500, HEIGHT = 500;
namespace models {
Core::RenderContext marbleBustContext;
Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext;
Core::RenderContext cubeContext;
Core::RenderContext asteroid;
}
namespace texture {
GLuint cubemapTexture;
GLuint spaceshipTexture;
GLuint spaceshipNormal;
GLuint spriteTexture;
GLuint earthTexture;
GLuint asteroidTexture;
GLuint asteroidNormal;
GLuint heartTexture;
GLuint boosterTexture;
}
struct TextureTuple {
@ -66,7 +49,7 @@ struct TextureTuple {
};
std::vector<TextureTuple> planetTextures;
std::vector<GLuint> sunTexturesIds;
void createGalaxy(glm::vec3 galaxyPosition);
@ -86,8 +69,6 @@ std::list<Planet*> planets;
Sun* sun;
GLuint VAO,VBO;
std::vector<Nitro*> nitros;
std::vector<Heart*> hearts;
std::vector<Enemy*> enemies;
std::vector<GameEntity*> gameEntities;
@ -100,20 +81,9 @@ float lastTime = -1.f;
float deltaTime = 0.f;
Spaceship* spaceship = Spaceship::getInstance();
void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId,float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef);
Core::SpriteRenderer* spriteRenderer;
const int ENEMY_COUNT = 20;
std::vector<glm::vec3> referencePoints = {
glm::vec3(0, 2, 0),
glm::vec3(150, 5, 0),
glm::vec3(-20, -30, 50),
glm::vec3(100, 20, -50),
glm::vec3(0, 52, 200),
glm::vec3(150, 55, 200),
glm::vec3(-20, 20, 250),
glm::vec3(100, 70, 150)
};
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
@ -124,100 +94,19 @@ void updateDeltaTime(float time) {
if (deltaTime > 0.1) deltaTime = 0.1;
lastTime = time;
}
void renderHUD(GLFWwindow* window) {
glm::mat4 modelMatrixHUD = spaceship->calculateModelMatrixForHUDBar();
glm::mat4 healthBarPosition;
glm::vec3 healthBarScale;
glm::mat4 turboBarPosition;
glm::vec3 turboBarScale;
if (glfwGetWindowAttrib(window, GLFW_MAXIMIZED)) {
healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -11.0f, 0.0f));
healthBarScale = glm::vec3(22.0f, 2.f, 1.0f);
turboBarScale = healthBarScale;
turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 3.5f, 0.0f));
}
else {
healthBarScale = glm::vec3(22.0f, 4.f, 1.0f);
healthBarPosition = glm::translate(modelMatrixHUD, glm::vec3(38.0f, -30.0f, 0.0f));
turboBarScale = healthBarScale;
turboBarPosition = glm::translate(healthBarPosition, glm::vec3(0.0f, 5.0f, 0.0f));
}
void renderHUD() {
glUseProgram(programSpriteBar);
glDisable(GL_DEPTH_TEST);
spriteRenderer->DrawHUDBar(
glm::vec3(0.0824f, 0.5725f, 0.9765f),
glm::scale(turboBarPosition, turboBarScale),
spaceship->turbo / spaceship->turboMAX,
programSpriteBar);
glm::mat4 spaceshipModelMatrix = spaceship->calculateModelMatrix();
glm::mat4 healthBarPosition = glm::translate(spaceshipModelMatrix, glm::vec3(36.0f, -34.0f, 0.0f));
spriteRenderer->DrawHUDBar(
glm::vec3(0.0f, 1.0f, 0.0f),
glm::scale(healthBarPosition, healthBarScale),
glm::scale(healthBarPosition, glm::vec3(26.0f, 4.f, 1.0f)),
spaceship->currentHP / spaceship->maxHP,
programSpriteBar);
glEnable(GL_DEPTH_TEST);
}
bool isFarFromReferencePoints(float x, float y, float z, const std::vector<glm::vec3>& referencePoints) {
float minDistance = 10.0f;
glm::vec3 currentPoint(x, y, z);
auto checkDistance = [currentPoint, minDistance](const glm::vec3& referencePoint) {
return glm::distance(currentPoint, referencePoint) > minDistance;
};
for (const auto& referencePoint : referencePoints) {
if (!checkDistance(referencePoint)) {
return false;
}
}
return true;
}
glm::mat4 generateRandomMatrix(const glm::mat4& startMatrix) {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> disX(-30.0f, 180.0f);
std::uniform_real_distribution<float> disY(-50.0f, 60.0f);
std::uniform_real_distribution<float> disZ(-30.0f, 210.0f);
float randomX, randomY, randomZ;
do {
randomX = disX(gen);
randomY = disY(gen);
randomZ = disZ(gen);
} while (!isFarFromReferencePoints(randomX, randomY, randomZ, referencePoints));
glm::mat4 randomModelMatrix = glm::translate(startMatrix, glm::vec3(randomX, randomY, randomZ));
return randomModelMatrix;
}
void renderEnemies() {
int counter = 0;
glUseProgram(program);
for (const auto& enemy : enemies) {
if (enemy->isAlive()) {
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
enemy->renderBullets(glfwGetTime(), program, gameEntities);
}
else {
counter++;
}
}
if (counter >= ENEMY_COUNT / 2) {
for (const auto& enemy : enemies) {
if (!enemy->isAlive()) {
enemy->initialModelMatrix = generateRandomMatrix(enemy->getModelMatrix());
enemy->respawn();
enemy->aggroRange *= 1.1;
enemy->dmg *= 1.2;
}
}
counter = 0;
}
glUseProgram(programSpriteBar);
for (const auto& enemy : enemies) {
@ -241,47 +130,16 @@ void renderEnemies() {
}
}
glUseProgram(program);
for (const auto& enemy : enemies) {
if (enemy->isAlive()) {
enemy->attack(spaceship->spaceshipPos, glfwGetTime());
enemy->renderBullets(glfwGetTime(), program, gameEntities);
}
void renderHeartsAndNitro() {
//if (heart->isAlive()) {
//spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
//}
glUseProgram(programSprite);
for (auto it = hearts.begin(); it != hearts.end();) {
Heart* heart = *it;
if (heart->isAlive()) {
spriteRenderer->DrawSprite(texture::heartTexture, heart->modelMatrix, programSprite);
}
if (heart->isCollected) {
spaceship->heal();
it = hearts.erase(it);
}
else {
++it;
}
}
for (auto it = nitros.begin(); it != nitros.end();) {
Nitro* nitro = *it;
if (nitro->isAlive()) {
spriteRenderer->DrawSprite(texture::boosterTexture, nitro->modelMatrix, programSprite);
}
if (nitro->isCollected) {
spaceship->turboBoost();
it = nitros.erase(it);
}
else {
++it;
}
}
}
TextureTuple getRandomPlanetTexture() {
int textureIndex = rand() % planetTextures.size();
TextureTuple selectedTextures = planetTextures[textureIndex];
@ -326,13 +184,8 @@ void renderScene(GLFWwindow* window)
glUseProgram(program);
std::vector<GameEntity*> gameEntities(enemies.begin(), enemies.end());
//spaceship->renderBullets(glfwGetTime(), program, gameEntities);
gameEntities.insert(gameEntities.end(), hearts.begin(), hearts.end());
gameEntities.insert(gameEntities.end(), nitros.begin(), nitros.end());
spaceship->renderBullets(glfwGetTime(), program, gameEntities);
drawObjectPBR(models::sphereContext,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0, program);
@ -343,15 +196,14 @@ void renderScene(GLFWwindow* window)
drawObjectPBRTexture(models::spaceshipContext,
spaceship->calculateModelMatrix(),
texture::spaceshipTexture,
texture::spaceshipNormal,
spaceship->roughness, spaceship->metallic, programTex
);
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
//drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
drawObjectPBRTexture(models::sphereContext, glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(1.0f)), texture::earthTexture, 0.3, 0.0, programTex);
//glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) *
//Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
//drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
Core::SetActiveTexture(texture::earthTexture, "textureSampler", programTex, 0);
drawObjectPBRTexture(models::sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), texture::earthTexture, 0.3, 0.0, programTex);
//glUseProgram(programSprite);
//for (const auto& enemy : enemies) {
@ -374,17 +226,10 @@ void renderScene(GLFWwindow* window)
glm::mat4 viewMatrix = Core::createViewMatrix(spaceship->cameraPos, spaceship->cameraDir, cameraUp);
spaceship->renderParticles(programParticle, viewMatrix, Core::createPerspectiveMatrix(), time);
if(!spaceship->isAlive()){
spaceship->respawn();
for (const auto& enemy : enemies) {
enemy->respawn();
}
}
renderHUD(window);
renderHUD();
renderEnemies();
renderHeartsAndNitro();
//drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(10.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0, program);
@ -404,51 +249,20 @@ void createSuns() {
createGalaxy(glm::vec3(0.f, 50.f, 200.f));
}
float generateRandomFloat(float minValue, float maxValue) {
return minValue + static_cast <float> (rand()) / (static_cast <float> (RAND_MAX / (maxValue - minValue)));
}
void createAsteroids() {
GameUtils* gu = GameUtils::getInstance();
GameObject* center = gu->getSuns()->front();
float minDistanceFromCenter = 24.f;
float maxDistanceFromCenter = 26.f;
float rotationSpeed = 0.05f;
float scale = 0.002f;
int numAsteroids = 80;
float distanceIncrement = 2.f / (minDistanceFromCenter + 1);
for (int j = -1; j < 2; j++) {
for (int i = 0; i < numAsteroids; ++i) {
float distanceFromCenter = generateRandomFloat(minDistanceFromCenter, maxDistanceFromCenter);
Planet* asteroid = new Planet(center, distanceFromCenter, rotationSpeed, scale, models::asteroid, texture::asteroidTexture, texture::asteroidNormal);
asteroid->setStarteulerYRotation(distanceIncrement * i);
asteroid->setStartYMovement(generateRandomFloat(-0.5f, 0.5f) + j);
planets.push_back(asteroid);
}
}
}
void createGalaxy(glm::vec3 galaxyPosition) {
float planetsSizes[] = { 1.f, 1.5f, 0.8f, 1.2f, 0.2f };
GLuint sunTexId = sunTexturesIds[0];
createSolarSystem(galaxyPosition + glm::vec3(0, 2, 0), sunTexId,3, planetsSizes, 5, 15.f, 0.2f);
createSolarSystem(galaxyPosition + glm::vec3(0, 2, 0), 3, planetsSizes, 5, 15.f, 0.2f);
float planetsSizes2[] = { 0.6f, 1.1f, 0.9f };
GLuint sunTexId2 = sunTexturesIds[1];
createSolarSystem(galaxyPosition + glm::vec3(150, 5, 0), sunTexId2, 2, planetsSizes2, 3, 15.f, 0.2f);
createSolarSystem(galaxyPosition + glm::vec3(150, 5, 0), 2, planetsSizes2, 3, 15.f, 0.2f);
float planetsSizes3[] = { 0.7f, 1.5f, 1.2f, 1.f };
GLuint sunTexId3 = sunTexturesIds[2];
createSolarSystem(galaxyPosition + glm::vec3(-20, -30, 50), sunTexId3, 4, planetsSizes3, 4, 20.f, 0.2f);
createSolarSystem(galaxyPosition + glm::vec3(-20, -30, 50), 4, planetsSizes3, 4, 20.f, 0.2f);
float planetSizes4[] = { 1.f, 0.5f };
GLuint sunTexId4 = sunTexturesIds[3];
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), sunTexId4, 5, planetsSizes3, 2, 25.f, 0.2f);
createAsteroids();
createSolarSystem(galaxyPosition + glm::vec3(100, 20, -50), 5, planetsSizes3, 2, 25.f, 0.2f);
}
void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
void createSolarSystem(glm::vec3 sunPos, float sunScale, float* planetSizes, int numberOfPlanets, float planetsDistance, float planetSpeedCoef) {
GameUtils* gu = GameUtils::getInstance();
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), sunTexId, glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
sun = new Sun(programSun, models::sphereContext, sunPos, glm::vec3(-0.93633f, 0.351106, 0.003226f), glm::vec3(0.9f, 0.9f, 0.7f) * 5, sunScale);
gu->getSuns()->push_back(sun);
for (int i = 0; i < numberOfPlanets; i++) {
TextureTuple textures = getRandomPlanetTexture();
@ -459,37 +273,19 @@ void createSolarSystem(glm::vec3 sunPos, GLuint sunTexId, float sunScale, float*
planets.push_back(planet);
}
}
void createEnemies() {
//enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
//enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
int j = 0;
enemies.push_back(new Enemy(100.0f, 100.0f, glm::translate(glm::translate(glm::mat4(1.0f), spaceship->getPosition()), glm::vec3(1.f, 1.f, 2.f)), 1.0f, 5.0f));
for (int i = 0; i < ENEMY_COUNT; ++i) {
glm::mat4 randomModelMatrix = generateRandomMatrix(glm::mat4(1.0f));
enemies.push_back(new Enemy(100.0f, 100.0f, randomModelMatrix, 1.0f, 8.0f));
if (j % 4 == 0) {
hearts.push_back(new Heart(glm::translate(randomModelMatrix, glm::vec3(6.f, 5.f, 8.f)), -5.0f));
nitros.push_back(new Nitro(glm::translate(randomModelMatrix, glm::vec3(2.f, -9.f, 3.f)), 10.0f));
}
j = j + 1;
}
hearts.push_back(new Heart(glm::translate(glm::mat4(1.0f), glm::vec3(25.f, 20.f, 25.f)), 10.0f));
nitros.push_back(new Nitro(glm::translate(glm::mat4(1.0f), glm::vec3(20.f, 20.f, 25.f)), 10.0f));
enemies.push_back(new Enemy(100.0f,100.0f, glm::mat4(1.0f), 1.0f, 5.0f));
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f) , glm::vec3(1.f,1.f,1.f)), 1.0f, 5.0f));
enemies.push_back(new Enemy(100.0f,100.0f, glm::translate(glm::mat4(1.0f), glm::vec3(-1.f, 2.f, -0.9f)), 1.0f, 5.0f));
//obiekty do ktorych bedzie sprawdzana kolizja dla pociskow enemy
gameEntities.push_back(spaceship);
}
void loadPlanetsAndSunTextures() {
void loadPlanetsTextures() {
planetTextures.clear();
std::vector<std::pair<std::string, std::string>> texturePaths = {
@ -499,23 +295,11 @@ void loadPlanetsAndSunTextures() {
{"./textures/planets/planet4.png", "./textures/planets/planet4normal.png"}
};
std::vector<std::string> sunTexturePaths{
{"./textures/suns/8k_sun.jpg"},
{"./textures/suns/sun2.png"},
{"./textures/suns/sun3.jpg"},
{"./textures/suns/sun4.jpg"}
};
for (const auto& paths : texturePaths) {
GLuint textureID = Core::LoadTexture(paths.first.c_str());
GLuint normalMapID = Core::LoadTexture(paths.second.c_str());
planetTextures.push_back({ textureID, normalMapID });
}
for (const auto& path : sunTexturePaths) {
GLuint sunTextureId = Core::LoadTexture(path.c_str());
sunTexturesIds.push_back(sunTextureId);
}
}
@ -546,7 +330,6 @@ void init(GLFWwindow* window)
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/cube.obj", models::cubeContext);
Core::loadModelToContext("./models/sphere.obj", GameUtils::getInstance()->sphereContext);
Core::loadModelToContext("./models/Asteroid.obj", models::asteroid);
texture::spriteTexture = Core::LoadTexture("textures/blinky1.png");
@ -559,15 +342,10 @@ void init(GLFWwindow* window)
"bkg2_back6.png"
};
loadPlanetsAndSunTextures();
loadPlanetsTextures();
texture::cubemapTexture = Core::LoadCubemap(cubeFaces);
texture::spaceshipTexture = Core::LoadTexture("./textures/spaceship/Material.001_Base_color.jpg");
texture::spaceshipNormal = Core::LoadTexture("./textures/spaceship/Material.001_Normal_DirectX.jpg");
texture::earthTexture = Core::LoadTexture("./textures/planets/8k_earth_daymap.jpg");
texture::asteroidTexture = Core::LoadTexture("./textures/asteroids/asteroidtx.jpg");
texture::asteroidNormal = Core::LoadTexture("./textures/asteroids/asteroidnn.png");
texture::heartTexture = Core::LoadTexture("textures/heart.png");
texture::boosterTexture = Core::LoadTexture("textures/boooster.png");
spaceship->createParticles();
createSuns();

View File

@ -8,11 +8,10 @@
#include "ex_9_1.hpp"
int WIDTH = 1920, HEIGHT = 1080;
int main(int argc, char** argv)
{
// inicjalizacja glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@ -24,7 +23,7 @@ int main(int argc, char** argv)
#endif
// tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "FirstWindow", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
@ -35,7 +34,7 @@ int main(int argc, char** argv)
// ladowanie OpenGL za pomoca glew
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
glViewport(0, 0, 500, 500);
init(window);

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